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Author Topic: RTE V (Accepted)  (Read 13882 times)

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Offline i0n0s

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RTE V (Accepted)
« on: 01 Sep 2008, 01:53:15 »
Download

Basing on RTE V3, inspired by Low Flys 3D-Editor.

http://www.youtube.com/watch?v=ew7u0bxQvzY

Sample images using RTE:




New features in RTEV:

http://www.youtube.com/watch?v=gSCRhSOK3-0

Videos about the RTE:

Real Time Editor Promovideo
Tutorial: Quickstart
Tutorial: Behaviour
Tutorial: Export
Time Control
Fun with the RTE

Used scripts:
Manual: (for revision 4.3)

http://rte.jonasscholz.de/manual

Download

Required addons:

Extended Eventhandler >= 1.9

Optional addons:

ArmALib

Thanks to:

All creators of RTE V3, FABfm, HulkingUnicorn, kju, loki, Matt Rochelle, Old Bear, savedbygrace, Sickboy, Spooner, trooper_ryan, wipman

Changelog:

Version 5:
  • Added synchronisation of waypoints and trigger
  • Added 3D objects for waypoints, trigger and marker
  • Used keys can get modified within the RTE*
  • Project administration to save current projects*
  • Added Bank & Pitch-Dialog
  • Added gear dialogue to edit cargo of objects and gear of units
* requires ArmALib or RTE Capture

Revision 3:
  • Added map
  • Added trigger
  • Added waypoints
  • Added marker
  • Added ability to merge exported objects with mission.sqm
  • Added first person camera
Revision 2:
  • Readded ability to place units.
  • Added ability to place groups
  • Objects can get selected by single click
  • Reworked GUI
  • Reworked export
  • Added debug console
Revision 1:
  • Added ability to rotate objects
  • Added ability to change height of objects
  • It's possibly to export and save objects
  • Removed ability to place units because of incompatibility in export

Download
« Last Edit: 19 Aug 2009, 17:09:21 by i0n0s »

Offline loki72

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Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
« Reply #1 on: 01 Sep 2008, 02:06:46 »
i have been beta testing this for a while now... it just gets better and better.
« Last Edit: 01 Sep 2008, 14:19:07 by loki72 »

Offline epsilonsun

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Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
« Reply #2 on: 05 Sep 2008, 06:54:13 »
Wonderfull works!

Try it soon!

Offline i0n0s

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Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
« Reply #3 on: 15 Sep 2008, 00:55:58 »
*Updated version*
Last version before official revision 3 release!

Lot of bugfixes :D

Test out the first person camera (press H)!

And another thing: I had over 60 downloads, but only one feedback. I hope this will change with this release since it is the final one. And the only reason I have a 'public' beta was that I require some feedback on some new content...  ???

Link in the first post.

Offline loki72

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Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
« Reply #4 on: 20 Sep 2008, 20:57:47 »
spent a bunch more time with this. i am finally getting used to the controls. i also just found out that i can export straight to my mission.sqm.

WOW.. what took me 2 hrs to build with SetPos.. i just did in 7 minutes.

it is a shame that no others have taking the time to use this impressive set of scripts... i guess nobody wants to have the editor in game... :dunno:


Offline Manzilla

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Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
« Reply #5 on: 21 Sep 2008, 03:18:02 »
I'm just not sure how to use this new version. I didn't see anything about installation in the .txt file. I'm just wonder what to do with the RTE Capture folder.

Offline i0n0s

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Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
« Reply #6 on: 21 Sep 2008, 03:59:31 »
The RTE Capture folder can but where ever you like. RTE Capture is just required when exporting the data out of ArmA. And at that point it is only required that ArmA is running, the folder of RTE Capture doesn't matter at all.

But your right, there is no word about what to do exactly with it.

Offline Manzilla

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Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
« Reply #7 on: 21 Sep 2008, 06:17:53 »
Thanks for the info.

Offline seba

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Re: RTE v4 Rev 3 - OFPEC Beta (DO NOT SUBMIT)
« Reply #8 on: 29 Sep 2008, 14:52:40 »
hello sorry for my English is mediocre but t it possible that the player can select as human be part of the simulation as in the Prior version.
because when I create a enemi to my character that seems not to see thank you
« Last Edit: 29 Sep 2008, 16:58:38 by seba »

Offline i0n0s

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Re: RTE v4 Rev 3 (Ready)
« Reply #9 on: 29 Sep 2008, 20:17:03 »
Hi,
have a unit from each side placed on the map to solve that problem.

Offline desrat

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Re: RTE v4 Rev 3 (Ready)
« Reply #10 on: 01 Oct 2008, 22:46:10 »
I get some error about broken eventhandlers whenever I try to use this, it doesnt break as such but does error everytime

Offline i0n0s

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Re: RTE v4 Rev 3 (Ready)
« Reply #11 on: 02 Oct 2008, 01:50:05 »
Then you should think yourself why it makes that error.
I know why I implemented that warning, so please check if you are using Extended Eventhandlers 1.9 and if you have any addons which breaks Extended Eventhandlers. Because obvious they failed to init the RTE.

Offline i0n0s

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Re: RTE v4 Rev 3 (Ready)
« Reply #12 on: 19 Jan 2009, 22:20:48 »
I'm currently looking for people who want to participate on testing and providing feedback on the next version of the RTE.
If you are active using the RTE, then you are a perfect candidate. Just contact me via the following e-mail address to get a member of the testing crew:
Code: [Select]
Player groupChat "test" + toString([3 * 3 * 11 + 2, 11^2 - 7, 2^6]) + 'rte' + toString([23*2]) + "jonasschol" + toString([11 * 11 + 1, 46, 10^2, 10^2 + 1]);


Hint: Execute the code within ArmA ;)
« Last Edit: 19 Jan 2009, 23:37:04 by i0n0s »

Offline kju

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #13 on: 08 Feb 2009, 11:57:03 »
To me this seems one of the most impressive project of A1.  :good:

Yet there isn't much feedback (questions or suggestions) by people.  ???

I am wondering why that is the case. Myself not doing mission building,
I don't have the need for it - yet what for all the others?  :scratch:

Offline hoz

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #14 on: 08 Feb 2009, 17:59:41 »
It is an impressive project,I haven't downloaded recent versions but I played with the first couple versions. THe way I see it this is tool is for generating battles quickly on the fly. And for the most part people who come to OFPEC enjoy the art of creating missions with cut scenes, voices, intricate solutions, with all the bells and whistles.

Perhaps I'm missing something but the description isn't all that descriptive. Sure its a real time editor which uses all these great scripts but how will it help the mission maker? Are you able to save your mission? Is this tool a good starting point for starting mission building? Is this going to make a mission makers life easier? How?  All this might be evident if you try it out. I guess I should give it another go. :D
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Offline Mandoble

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #15 on: 08 Feb 2009, 20:48:47 »
Yes, you can export templates and objects, while this depends on an external exe (ArmARTECapture.exe). The exported data that can be "initialized" in the init.sqf of the mission or merged in the .sqm file.

Offline kju

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #16 on: 09 Feb 2009, 19:59:51 »
So in other words you can build missions in 3D and save the result.

With simple addition to init.sqf (or more advanced) you can integrate that
very easily in your mission.

Offline twisted

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #17 on: 09 Feb 2009, 20:17:37 »
To me this seems one of the most impressive project of A1.  :good:

Yet there isn't much feedback (questions or suggestions) by people.  ???

I am wondering why that is the case. Myself not doing mission building,
I don't have the need for it - yet what for all the others?  :scratch:

Very simple, i do not know how to transfer the result after hours of work to a map that i can then edit in the normal way. If i could do so or find out how to do so then i would use this much more.

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #18 on: 09 Feb 2009, 22:08:12 »
Take a look at: http://www.youtube.com/watch?v=VnwR5pSdUiM
If this doesn't answer the question, then please ask it here in detail.

Offline twisted

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #19 on: 16 Feb 2009, 04:02:45 »
this is a great tool and the video very clear. thanks. but every time i start the ret capture arma crashes. am using windows 7 beta so that may be the problem?

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #20 on: 16 Feb 2009, 10:16:04 »
Yes, that could be a problem.
Just starting RTE Capture or "Activate monitoring" crashes ArmA?

Offline twisted

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #21 on: 17 Feb 2009, 02:09:19 »
both.

if i am running arma and then start the capture program arma hangs.

if i am running rtecapture and start active monitoring then start arma i get a cant load hook message.

if i am running rte capture and start arma and then start active monitoring arma hangs.

option 2 came the closest to working. i may reinstall xp this week and give it another go. are there any error logs i can send?

by the way really enjoy your progams capabilities! fantastic control.

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #22 on: 17 Feb 2009, 02:45:00 »
There aren't any error logs, at least none written to disk.

First shouldn't happen since I only check for ArmA after pressing the "activate monitoring" button. So it is extremely strange.
Second is clear since ArmA has to be loaded before pressing the button.
Third method should work.

Do you know how the security in Windows is set? That could be a reason.
I would need to test it myself. Anyone knows a way to install ArmA from a USB device? ;)


Offline hoz

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #23 on: 17 Feb 2009, 05:22:42 »
Quote
Anyone knows a way to install ArmA from a USB device?
well I did this one time for ofp, I copied the install to usb and then exported the registry key for ofp and then imported it on the new machine.
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Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #24 on: 12 Mar 2009, 13:20:38 »
Finally: The beta release of RTEV, the next version of the Real Time Editor.

This version requires ArmALib

Major changes:
  • RTEV brings support for synchronisation of waypoints and trigger.
  • The controls and the settings from RTE can easily configured within ArmA.
  • The current active project can be saved and restored at any time without the need of handling script files
  • Added Bank & Pitch-Dialog (using General Barrons functions)

RTE Capture got also reworked. It now supports multiple profiles and comes with an updater.

Download:
http://rte.jonasscholz.de/download

This version requires ArmALib

You can report bugs and request features here: http://rte.jonasscholz.de/bugs

Installation:
On the first run RTE Capture will check for the presence of RTE and will run an update to the latest version.

Your feedback will determine how the future of the RTE will look like!
« Last Edit: 28 Sep 2009, 14:37:15 by bedges »

Offline twisted

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #25 on: 17 Mar 2009, 16:47:44 »
feedback after using the latest version for a few days.

overall intuitive and a excellent experience. well done. this is what arma should have had.

a few suggestions of things that i kept looking for..

right click context menu. this would be so damn useful. for example right click on a unit offers options that would otherwise be a couple of clicks away.

stop the height wiggle. after a camera certain height it would be nice if the camera angle stayed the same angle/orientation when scrolling over the landscape. right now it's like riding on the ground even though its 200m up.

a fit to height function for placing soldiers on buildings instead of the hold ctrl and scroll like mad. concept is select soldier that you want on building then hit a key (h for height perhaps) then click on roof building and the unit is moved to that height immediately.

an easy way to import units on the map into RTE.

custom groups enabled - i like ACE groups but cant get em in RTE.

ability to drop weapons on units/vehicles/ammo crates to populate them.

ability to drop units into vehicles with a popup showing availble positions.

waypoints, markers, triggers visible in 3d map (from bis forum comment)

make selecting waypoints etc easier.

an export all button.

a generate sqm button. it took me a while to figure out that all the sqm was - was in fact a saved mission from the editor. i am away from my arma pc so i think it was the sqm.

more advanced play, pause and rewind abilities (RTE allows the rewind on unit placement. possible to extend this to recording the actual units in action? of course a massive job but could result in the After Action Review module)

will post more later... great addon this.



Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #26 on: 17 Mar 2009, 17:59:11 »
right click context menu. this would be so damn useful. for example right click on a unit offers options that would otherwise be a couple of clicks away.
That's a wish of mine too. I will implement this.

a fit to height function for placing soldiers on buildings instead of the hold ctrl and scroll like mad. concept is select soldier that you want on building then hit a key (h for height perhaps) then click on roof building and the unit is moved to that height immediately.
Sadly not so easy to implement. But I promised to Loki to implement this, so I will work on it.

custom groups enabled - i like ACE groups but cant get em in RTE.
*censored* Why does ACE have to use custom sides... I'll take a look.

waypoints, markers, triggers visible in 3d map (from bis forum comment)
->attachment ;)

make selecting waypoints etc easier.
Can you be more in detail? What is not so easy to when selecting a waypoint? How should I change it, etc...

more advanced play, pause and rewind abilities (RTE allows the rewind on unit placement. possible to extend this to recording the actual units in action? of course a massive job but could result in the After Action Review module)
I could fake it by making a snap of the units every x seconds, but won't be fluid. And I will get problems with units entering vehicles.

Would you mind creating bug reports/feature requests in my bugtracker? This would allow me to have an easy overview and allows you to check my progress ;)

Offline twisted

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #27 on: 19 Mar 2009, 18:02:39 »
great. have signed up there. but as to what makes waypoints etc so hard to select - the limited zoom in to ground level is the big culprit.

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #28 on: 19 Mar 2009, 18:28:59 »
Sadly no changeable. The map is limited in zoom level and I haven't found a way to increase the zoom level :(

Offline NightJay0044

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #29 on: 24 Mar 2009, 23:59:41 »
One word "Awesome"...man I'm still at aww on this.. :scratch: 

ok one thing, I got it to run, when you preview your mission, hit Esc and hit real time editor or by trigger whichever..

After inserting all your units, how the "heck" do you save them into your real mission in the editor? It doesn't telll you how to save in the manual, or atleast that I didn't see.

because I don't want to go through all that work and have nothing saved...

Also one thing I noticed.hmmm, when you have already created a mission "without" the real time editor, it doesn't recognize that progress, you can't highlight any uints or nothing, which I thought was kind of a downfall for RTE. 

Because I already had missions started before using RTE and I tried to use the RTE with the mission I made before and couldn't work with any units I created.

So with those things mentioned, how do I get around it?

Who's hyped for Arma4, long live Arma!

Offline Knight Trane

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #30 on: 25 Mar 2009, 21:38:30 »
iOnOs,

This is freaking cool!
Got a couple of questions though. 

1.  Do I need to be running RTE to play the mission?  If not, I can't see how to save my work as a stand alone sqf file.  I'd rather not merge it with the sqm. 

2.  I saved my project and manually put in the init field of all the objects
Code: [Select]
this setVectorUp [0,0,1];When I left and came back.  I loaded my project and all the objects' init fields were blank.  The objects were all askew.

Thanks,
KT
« Last Edit: 25 Mar 2009, 21:40:04 by Knight Trane »

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #31 on: 27 Mar 2009, 12:01:00 »
@Nightjay:
http://rte.jonasscholz.de/manual#How_to_export
And the following section. There is also a Youtube video:
http://www.youtube.com/watch?v=VnwR5pSdUiM

The progress made without RTe can't get imported now, but it is on the feature request list. But this will add only the groups, but no trigger, waypoints and marker (since I can't detect them).

@Knight Trane:
When using the SQF script, the RTE has to be installed at least on the server (and someone has to press play  :whistle:). There was a script which allowed the SQF to run without RTE, but I haven't updated the script yet.
The easiest solution at the time would be to to merge with SQM, but this would be static and no dynamic creation.
I think I will just update the required script.

About the setVectorUp: You haven't saved after using the setVectorUp? You need to save every time you changed something.
« Last Edit: 27 Mar 2009, 12:05:14 by i0n0s »

Offline Knight Trane

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #32 on: 27 Mar 2009, 16:18:49 »
Thanks iOnOs,

I realize this is still beta and look forward to the finish product.

As far as the "setVectorUp",  I saw in the settings there was a option for "setVectorUp On or Off".  I haven't tried it yet and on my current project I need the placement in sqf.  I'll try it next time. 

Thanks for the effort,

KT

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #33 on: 28 Mar 2009, 03:05:02 »
When using the "setVectorUp", "this setVectorUp [0,0,1]" will be added to every created object, so that they doesn't align with the ground any more.

And finally I've added the 3D-Markers! (-> attachment ;) )
RTE Capture should run the update automaticly.

Thanks to Deano for the help with the models!

Offline kju

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #34 on: 28 Mar 2009, 06:59:22 »
Super.  :good:

This will be very helpful.  :)

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #35 on: 01 Apr 2009, 03:06:18 »
custom groups enabled - i like ACE groups but cant get em in RTE.
*censored* Why does ACE have to use custom sides... I'll take a look.
Should be solved in "349:374". And should be universal enough even if A.C.E. starts to change their names ;)

Available as usual via auto updater.

Offline kju

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #36 on: 01 Apr 2009, 05:42:21 »
If you only load RTE capture, it says version 0.99.
Possible/useful to keep the version numbers consistent?

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #37 on: 01 Apr 2009, 12:58:01 »
0.99 is the version number of RTE_Capture.
To view the version number of RTE, start the RTE, get in the options menu (F10), and you can find it under "special".

Offline kju

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #38 on: 01 Apr 2009, 14:26:46 »
Yes. This is not what I said. ;)

I suggested to let both have the same version number.

So again in other words, does it make sense to update both for each update and
keep the version number the same for both?

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #39 on: 24 Apr 2009, 14:42:02 »
Stay a while and listen... *err*
Now to the news :D

The revision count has increased and some important things have changed:
  • ArmALib is optional and not needed. I still recommend ArmALib, but RTE Capture can also install the hook again.
    Please note that RTE Capture is still required to run in the background
  • Added a context menu. This one will open when using the right mouse button.
    If you feel something is missing within the context menu and should get changed please report here or in my bug tracker.

Offline kju

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #40 on: 24 Apr 2009, 16:29:40 »
Congratz i0n0s  :good:

The RMB is quite useful - it is a good idea to have screenshots
showing the features this way!

I think your post is not for everyone clear thought.

RTE was updated once again - as it has an excellent in built updater
system, i0n0s did not post a link to a patch/new version.   :)
« Last Edit: 28 Apr 2009, 07:49:07 by kju »

Offline i0n0s

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Re: RTE v4 Rev 3 (ACCEPTED)
« Reply #41 on: 28 Apr 2009, 04:22:31 »
...
1.  Do I need to be running RTE to play the mission?  If not, I can't see how to save my work as a stand alone sqf file.  I'd rather not merge it with the sqm. 
...
Took a while and is untested  :whistle:

But should work. Just run the attached SQF file as first file in your mission. Afterward you should be able to run the generates scripts and build the units without the RTE.

Offline i0n0s

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Re: RTE V (Accepted)
« Reply #42 on: 28 Jun 2009, 04:06:03 »
Response to VBS2 Real Time Editor:

http://www.youtube.com/watch?v=ew7u0bxQvzY

New features in RTEV:

http://www.youtube.com/watch?v=gSCRhSOK3-0

Changelog:

Version 5:
  • Added synchronisation of waypoints and trigger
  • Added 3D objects for waypoints, trigger and marker
  • Used keys can get modified within the RTE*
  • Project administration to save current projects*
  • Added Bank & Pitch-Dialog
  • Added gear dialogue to edit cargo of objects and gear of units
* requires ArmALib or RTE Capture

Used scripts:
Required addons:

Extended Eventhandler >= 1.9

Optional addons:

ArmALib

Thanks to:

All creators of RTE V3, FABfm, HulkingUnicorn, kju, loki, Matt Rochelle, Old Bear, savedbygrace, Sickboy, Spooner, trooper_ryan, wipman

Download

Blog about the RTE:
http://rte.jonasscholz.de/blog
« Last Edit: 28 Jun 2009, 21:25:19 by i0n0s »

Offline kju

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Re: RTE V (Accepted)
« Reply #43 on: 28 Jun 2009, 06:51:17 »
Beautiful work.  :clap:

Make sure to check the YT videos and the blog!
Great stuff to see.  :good:

* New to ArmA 2: Dialogues
* New to ArmA 2: (ui)Namespace

Hope the transition to A2 goes well. So much potential for all the new mission editing people.  :)

Offline Spooner

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Re: RTE V (Accepted)
« Reply #44 on: 28 Jun 2009, 18:57:52 »
Shouldn't need UNN_WideScreenDetect or SPON_LOS in A2 should you? Might as well take us off the credits list if you've removed those two workaround scripts...
[Arma 2] CBA: Community Base Addons
[Arma 1] SPON Core (including links to my other scripts)

Offline kju

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Re: RTE V (Accepted)
« Reply #45 on: 28 Jun 2009, 19:46:15 »
This is still A1 Spooner.  ;)